Basicly the ability to remove parts is already in your dayz 1.8 code its just commented out and can be added to your server in under a minute.
Get your fn_selfactions.sqf from your dayz code.. dayz code > compile > fn_selfactions.sqf
find the part about repairing vehicles.. line 263 with no previous edits..
Uncomment lines 269 and 271 so the chunk of code looks like this...
add your custom fn_selfactions to your mission.pbo and call it like so at the bottem of init.sqf
call compile preprocessFileLineNumbers "fn_selfactions.sqf";
And you are done!
You will have two menus ingame.. one for repair one for removing parts!
Let me know if you have any errors below
Get your fn_selfactions.sqf from your dayz code.. dayz code > compile > fn_selfactions.sqf
find the part about repairing vehicles.. line 263 with no previous edits..
Code:
//Repairing Vehicles
if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1)) then {
if (s_player_repair_crtl < 0) then {
dayz_myCursorTarget = _cursorTarget;
_menu = dayz_myCursorTarget addAction [localize "str_actions_rapairveh", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
//_menu1 = dayz_myCursorTarget addAction [localize "str_actions_salvageveh", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
s_player_repairActions set [count s_player_repairActions,_menu];
//s_player_repairActions set [count s_player_repairActions,_menu1];
s_player_repair_crtl = 1;
} else {
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
s_player_repair_crtl = -1;
};
};
Uncomment lines 269 and 271 so the chunk of code looks like this...
Code:
//Repairing Vehicles
if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1)) then {
if (s_player_repair_crtl < 0) then {
dayz_myCursorTarget = _cursorTarget;
_menu = dayz_myCursorTarget addAction [localize "str_actions_rapairveh", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
_menu1 = dayz_myCursorTarget addAction [localize "str_actions_salvageveh", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
s_player_repairActions set [count s_player_repairActions,_menu];
s_player_repairActions set [count s_player_repairActions,_menu1];
s_player_repair_crtl = 1;
} else {
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
s_player_repair_crtl = -1;
};
};
add your custom fn_selfactions to your mission.pbo and call it like so at the bottem of init.sqf
call compile preprocessFileLineNumbers "fn_selfactions.sqf";
And you are done!
You will have two menus ingame.. one for repair one for removing parts!
Let me know if you have any errors below